Benoit L'hoest - Procedural Dismemberment System

This is a fully procedural dismemberment system. This means that you are not required to bake any mesh!

Every limb is a mesh generated at runtime by the system. It can adapt to any Skeletal Mesh with any bone structure. It can work on humanoid, beast or any creature you might have. This is very easy to use and can be set up in a couple of clicks.

Trailer Video: Here

Setup Video: Here

Documentation: Here

For any question/feedback/suggestion/issue feel free to join my new discord : Here

Technical Details

Features:

  • Procedural Dismemberment of any Skeletal Mesh.

  • No baking of mesh required.

  • Works on any Skeletal Meshes with any bone structure (the presence of a root bone is required).

  • Everything is in a single actor component.

  • Very easy to use.

  • Works with Metahumans.

Number of C++ class: 1

Number of Blueprints: 5

Number of Textures: 13

Number of Materials: 3

Number of Material Instances: 9

Niagara Systems: 6

Number of Material functions : 2

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

Documentation: Here

For any question/feedback/suggestion/issue feel free to join my new discord : Here

Hello, do you provide any playable demos? I’d like to further evaluate its effects before purchasing.

Also, I’d like to know:

  1. Is the mesh at the wound simply stitched together and a cross-section map added, or are additional flesh meshes added?

  2. Are the wounds smooth (like they’ve been cut open), or irregular (like they’ve been torn apart by a bullet), or can I adjust them?

  3. Can severed limbs be further dismembered? For example, if a character’s entire leg is severed, can I continue cutting its knee or ankle?

Hello,

Thanks for your questions and sorry for the delayed answer.

Concerning the wound details, there is not much, the skeletal mesh is just stitched at the cut off. There is no additionnal geometry added (like torn etc). But I think a video is worth more than any explanations so I have made a short clip where I show the close up of some dismembered limbs :

Main reason for this is performance, modifying geometry at runtime is still very expensive and you would hit performance loss very quickly when dismembering several meshes at the same time.

Concerning the limbs further dismemberment, yes this is possible. In fact there is a dedicated checkbox in the component configuration to enable/disable the possibility to continue dismembering limbs or not. Based on this checkbox when you call the “limb hit” event of a bp_limb, it applies and impulse or it dismember it further.

I hope this answers your questions. If you have any other questions feel free to ask, i’ll do my best to answer in a timely manner :slight_smile:

Thank you for your reply.

Unfortunately, the stitching looks like it’s just pulling the nearby vertices together. The effect might not be very good if the player looks closely. I would probably prefer it to maintain its original shape, but anyway, thank you for your response, and I will continue keep an eye on it.